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Changes in SeafaringImplementation

Editor Comment

update and expand


Revision Differences of Revision 7

### Related links ¶

* Forum discussion: <http://wl.widelands.org/forum/topic/503/> ¶
* Launchpad blueprint: <https://blueprints.launchpad.net/widelands/+spec/ships> ¶
* Launchpad bzr branch: [lp:~widelands-dev/widelands/seafaring](https://code.launchpad.net/~widelands-dev/widelands/seafaring) ¶

## General Idea ¶

This blueprint is meant to provide a step by step implementation guideline for: ¶

1) Shipyard buildings ¶

* Kind of building + input + worker type ¶

1b) Workers of the shipyard building -> production programs ¶

2) Ships ¶

* What type of map object is this? ¶
* What should it be able to do? ¶

3)
HabPourts ¶

* What building type (child of warehouse ? ) ¶

4) Expedition and building of new settlements ¶

* How to handle? ¶

5) Things yet to be discussed:


*### do we want to Shave smipyallrd rowboatuildings as-- "wpater streets" likey in settmplers 2 ? ¶
* if yes, should the rowboats b
me able to transport workers as well?d


### Sh
impyard buildiemengsted:

* The shipyard ishould be a medium sized production site building. It should get occupied by a **shipwright**. It should have resource slots for wood/planks and cloth. ¶

* The work program of the building should send the shipwright out to build a ship. ¶

(ftor pobe implement 5ed:

*
sThrouldgh it paroducget rawboquantities? And(for shifps yes,(in withole game swinotch per butteconomy) and rawboatos) eithe shipyard bshouild as well produce raw boats orut of 1 shiwood/ps?lank )+ 1 trunk

(sto be decided: ¶
* S
hould there be different kind of ships? Small, medium and big merchant-ships? What about conquering harbour buildings of the enemy?) ¶



### Worker shipwright -- implemented

implemented: ¶

*
The shipwright costs 1 hammer + 1 carrier ¶

* The work program should first check if there's already a mapobject of type "ship constructionsite" and if yes the worker should continue to build that ship. Else the program should search for a place near water and send the shipwrigth to that location to start building a new ship. ¶



### Ships -- partly implemented ¶

implemented:


* The "ship construction sites"
ishould be handled similiar to a normal construction site with different building state pictures.
* Once the ship construction site reaches 100% it is transformed to a mapobject of type "ship" ¶

to be implemented: ¶

* Onif the user clicks a swimable field and a ship is on that field orb r = 1 aroursnd, a window should pop up for the shimp, allowing them usenr to assign a named, for theat ship (should (aftbe printed above the ship later on), assign build)a tasek (ware exchange, fscout/explore, attack - see the subpoinet "ship tasks") and a foresward, go to hand a backward button (previous ship, go to current ship, next ship) - this menu shofuld be accessable via the window of a port building as well (or via statistics, like building statistics?) ¶

#### Shi
pl taysks ¶

to b
er adefined. ¶



###
Rawboatsw

to be def
imned ¶



###
Porth building ¶

to b
er defined.